Normally, I like to intersperse these blog posts with lots of screen pics – hell, half the time I spend in Fallout is running around taking pictures of stuff. There are days when trying to figure out how to arrange the blog around the screenshots takes more time than writing the damn thing. Anyway, we’ll be sparse on those today, ’cause I had an epiphany.
I thought that once I got “Radio Freedom” up and running at the Castle, I’d start being bombarded with Minuteman radiant quests … “radiant” being gamer code for “lather rinse repeat” because you just end up going to the same damn dungeon over and over and over again …
… sorry, dungeons are in Skyrim. This is Fallout. If it were Skyrim, it would be less about exploring and more about admiring the view before going to the Bannered Mare to get hammered, so revisiting the same ruin twenty times wouldn’t be as annoying as it is in Fallout, especially since Skyrim didn’t bring the hate the same way Fallout 4 does. When I’ve dragged my bloody carcass through a living hell of grenade throwing super mutants in order to clear a building, it would be nice to think it stayed cleared. But no – the next day, same damn quest.
But no, the radio was fine – they didn’t start the endless radiant quests until I built the artillery.
I won’t claim it was as difficult as the Manhattan Project, but I wouldn’t say no if you compared it to building the Great Wall of China.
See, they said the settlement building was “optional,” but we all knew they were lying. Building the artillery required more raw materials than building the Titanic, with the exception of those parts that were Kate Winslet. But even assuming I was willing to lug several hundred pounds of assorted steel, screws, gears, and oil back the Castle, I would still need someone to man the damn thing, which would mean sparing someone from farming and –
OMG I am going to go play Goat Sim.
The answer was high school economics, where, if you will recall from Mr. Garcia’s lecture, the secret to capitalism was specialization.
Wait, maybe I learned that from playing Civilization. I often get those two confused.
That way, I could share food between, say Outpost Zimonja (10 settlers, no crops) and GreyGarden (0 settlers, crapload of crops), thus freeing up the settlers at Zimonja to, I dunno, raise cattle or something:
But apparently I gave them too much free time, because once I built the artillery, rather than having fun blowing the crap out of Boston, I started getting sent on endless quests to help my settlements, provided you understand that by settlements, I mean it’s always Outpost Zimonja.
Well, I exaggerate. It was only Zimonja about 123% of the time – otherwise, it was The Slog, or Abernathy Farms. I’ve got something like fifteen settlements, but it was always those three, and always some variant of:
“My (husband / wife / brother / sister / friend / dog / pet rock) has been kidnapped!”
“Go kill sum raiders.”
“Go kill sum super mutants.”
“Go kill some ghouls.”
At one point, there’s even a dialogue option for “are ghouls always this much of a problem?” but no sidequest to invent an anti-ghoul spray or anything, and apparently even if you ring the entire farm with turrety-death, them pesky ghouls just keep coming back.
But what was really horkin’ me off was it was always. Outpost. Zimonja. To the point I was thinking of just letting them be overrun, just so they’d stop bugging me.
But no … I have seen the value of settlements with strong supply lines, and due to its excess population, Zimonja was now the hub of commerce in the Commonwealth –
I think, though I’m too lazy to actually confirm it, that all the settlements on a supply line can share resources, so if I have a route from Zimonja to Santuary, and from Sanctuary to Greygarden, then Zimonja and Greygarden can share resources. Which has the added advantage that you can dump you junk anywhere, rather than the specific outpost where you need to build something.
Which meant it was time to start getting crazy … I’ve build my Taj Mahal in Sanctuary, but I think we need a little something … extra. Like a bar. I can build one of those (requires “Local Leader Rank 2”) but … crap, now I need a settler to work it2 . I don’t wanna build a recruitment beacon in Sanctuary, because then I’ll just be buried in settlers.
Fortunately, Zimonja has way so many people they’re getting in the way of the cows. I think I’ll send some of them to Sanctuary. There, done! Time to grab Piper and hit the Sanctuary Promenade, grab some dinner, some drinks, go dancing … hey, why am I getting all these quests to help Sanctuary? I never got those before. Ok, ok … who do I have to go talk to?
WTF? It’s the settler from Outpost Zimonja! Which is my epiphany for the night – maybe radiant quests aren’t tagged by location, but by NPC. Maybe it’s always the same settlers, no matter where you send them.
I mean, considering there are only three people at Abernathy Farm, and all of them have been kidnapped, it’s either that, or Blake Abernathy owes the mob some serious caps.
Unlike every other settler command in the game, to open a supply line, go into the workshop, then select the settler, but instead of hitting E for command, hit Q for supply line.
Any “station” you build, with the exception of caravan stops, requires a settler assigned to it. Note this means that settlers used for supply lines, bartending, guard posts, etc., can’t be used to grow food. Another advantage of using supply lines.